Thing types by number

These tables list things that have an associated editor number (or thing type). A sizable number of additional objects or mobjs&mdash;such as spawn cubes, rockets and spells in flight, spiderdemon corpses, and many special effects&mdash;may not be placed in a level at its outset, but are generated only during gameplay. Conversely, a small number of editable things&mdash;such as player/deathmatch starts and most ambient sounds&mdash;are handled at level initialization without creating mobjs.

Doom, Doom II, Final Doom
This table includes the following columns:
 * Decimal - Type number, in decimal
 * Hex - Type number, in
 * Version - First Doom version that thing appears in during single-player:
 * S - Shareware
 * R - Registered
 * 2 - Doom II
 * Radius - Radius, in map units (note that the map "footprint" of a Thing is square, not round, so this is the distance from the center to the midpoint of an edge)
 * Height - Height, in map units
 * Sprite - First four letters of the name of all sprite graphics
 * Sequence - For animated sprites, default pattern through which the animation progresses. "+" indicates that certain gameplay developments (such as a monster being shot) may interrupt this pattern with additional graphics
 * Class:
 * A - Artifact item. Counts toward ITEMS percentage at the end of a level
 * P - Pickup. Player can pick the thing up by walking over it
 * W - Weapon
 * M - Monster. Counts towards kill percentage, hidden when using the parameter, respawns in Nightmare!
 * O - Obstacle. Players and monsters must walk around
 * * - Shootable. Player can attack and destroy monster or object
 * ^ - Hangs from ceiling, or floats if a monster (aside from Commander Keen, who does not move; dead monsters, excepting lost souls, fall to the floor when killed)
 * Description


 * 1) TFOG is used while a teleporter is operational.
 * 2) Not picked up if the player is already carrying the maximum amount of this type of ammo.
 * 3) Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
 * 4) FIRE is used when a spawn cube turns into a monster.
 * 5) No part of the Icon of Sin is considered a monster by the engine.
 * 6) BOSF is used for spawn cubes.
 * 7) Not picked up if the player already has one.
 * 8) Not picked up if the player's health rating is at least 100%.
 * 9) Not picked up if the player's armor rating is at least 100%.
 * 10) Not picked up if the player's armor rating is at least 200%.
 * 11) Only one of these may be picked up per level, although any additional maps still count against the player's item tally.
 * 12) BEXP is used when barrels explode.
 * 13) Beginning with version 1.4, lost souls neither respawn nor count toward kill percentage.

Totals: 123 editable things, out of 137 mobjs and 5 non-mobjs.

Heretic
This table include the following columns: See above for the other columns.
 * Version - First Heretic version that thing appears in during single-player:
 * S - Shareware
 * R - Registered


 * 1) SRCR is used on Serpent, SOR2 sans Serpent.
 * 2) Not picked up if the player is already carrying the maximum amount of this type of ammo.
 * 3) TELE is used while a teleporter is operational.
 * 4) Not picked up if the player's inventory already contains the maximum of 16 items of this type.
 * 5) Not picked up if the player's armor rating is at least 200%.
 * 6) Not picked up if the player already has one.
 * 7) Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
 * 8) SOR2 is used while D'Sparil teleports in.
 * 9) Not picked up if the player's health rating is at least 100%, or 30% while a chicken.
 * 10) Not picked up if the player's armor rating is at least 100%.
 * 11) An orb sprite is added to the gizmo during initialization: KGZB (blue), KGZG (green), KGZY (yellow).

Totals: 96 editable things, out of 160 mobjs and 16 non-mobjs.

Hexen
These tables include the following columns: See above for the other columns.
 * Version - First Hexen version that thing appears in during single-player:
 * D - Demo
 * C - Commercial
 * X - Deathkings of the Dark Citadel expansion


 * 1) Not picked up if the player already has one or is of a different class than the weapon, and is already carrying the maximum amount of the corresponding ammo.
 * 2) TELE is used while a teleporter is operational.
 * 3) The sprite is included in this IWAD version, but the thing is not present on stock levels in any version.
 * 4) Not picked up if the player's inventory already contains the maximum of 25 items of this type.
 * 5) Not picked up if the player's health rating is at least 100%, or 30% while a pig.
 * 6) Spawned leaf sprites are randomly chosen from LEF1 and LEF2.
 * 7) Not picked up if the player is already carrying the maximum amount of this type of ammo.
 * 8) The sound is included in this IWAD version, but the thing is not present on stock levels in any version.
 * 9) Not picked up if the player is already carrying the maximum amount of both types of ammo.
 * 10) Not picked up if the armor is worse than the player's armor rating of this type.
 * 11) Spawned fog sprites are randomly chosen from FOGS (thing 10001), FOGM (10002) and FOGL (10003).
 * 12) Only present in levels during cooperative play.
 * 13) ABAT is used for spawned bats.

Totals: 251 editable things, out of 398 mobjs and 22 non-mobjs.

Strife
These tables include the following columns: See above for the other columns.
 * Version - First Strife version that thing appears in during single-player:
 * D - Demo
 * C - Commercial
 * V - Veteran Edition


 * 1) TFOG is used while a teleporter is operational.
 * 2) The sprite is included in this IWAD version, but the thing is not present on stock levels in any version.
 * 3) Interaction is animated with MRLK, MRBD, MRGT, MRYS, MRNO and MRPN.
 * 4) PEAS (thing 169) is used for spawned zombies.

Totals: 244 editable things, out of 344 mobjs and 5 non-mobjs.

Veteran Edition

 * 1) XPRK (thing 59) is used for spawned ore.

Totals: 253 editable things, out of 353 mobjs and 7 non-mobjs.